[MUD-Dev] TECH: Complex NPCs

tryguy74 at hotmail.com tryguy74 at hotmail.com
Mon Apr 1 20:53:23 CEST 2002


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Original message: http://www.kanga.nu/archives/MUD-Dev-L/2002Q2/msg00021.php

On Mon,  1 Apr 2002 12:30:51 -0800 (PST)
Acius <helpsfamily at attbi.com> wrote:

> I've tried some stuff myself, but it's not too far yet. Let me
> start by saying this is a HARD problem. Saying "the technology is
> out there" is a bit naive. There is no well-understood, robust
> method for creating convincing artifical life (repeat three
> times). The problem is far more in the domain of psychology than
> computer science, and as such cannot be solved with ones and zeros
> alone. There's a lot more to rant about on this topic, but I won't
> :-).

I wasn't saying that. I'm not after convincing, life-like human
characters. I'd expect that in say, 30 years from now, when the
human mind is understood and modelled sufficiently. Knowledge to go
with that mind is yet another aspect.

I should be able to render a decent animal though, right? Dogs are
fairly easy to represent. They can have emotions, and goals, and
complex interactions, and all this can be rendered to whatever level
of detail I need. What if I represent a human with a basic dog mind,
and edit the behaviour to match, and add scripted speech to it? Was
that such a leap?

Humans in games will always be toys in the near future. And that's
ok. All I said I wanted to do was make a better toy.

> -- Virtual gorillas, needs-based AI, and some other similar things.

Thanks for the links. I've read the Byrd interview, but not the
gorillas.

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